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PhysX4.1/physx/samples/sampleframework/renderer/include/RendererMeshContext.h
2025-11-28 23:13:44 +05:30

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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
#ifndef RENDERER_MESH_CONTEXT_H
#define RENDERER_MESH_CONTEXT_H
#include <RendererConfig.h>
namespace SampleRenderer
{
class Renderer;
class RendererMesh;
class RendererMaterial;
class RendererMaterialInstance;
class RendererMeshContext
{
friend class Renderer;
public:
const RendererMesh *mesh;
RendererMaterial *material;
RendererMaterialInstance *materialInstance;
const physx::PxMat44 *transform;
const physx::PxF32 *shaderData;
bool negativeScale;
// TODO: this is kind of hacky, would prefer a more generalized
// solution via RendererMatrialInstance.
const physx::PxMat44 *boneMatrices;
PxU32 numBones;
enum CullMode
{
CLOCKWISE = 0,
COUNTER_CLOCKWISE,
NONE
};
CullMode cullMode;
bool screenSpace; //TODO: I am not sure if this is needed!
enum FillMode
{
SOLID,
LINE,
POINT,
};
FillMode fillMode;
public:
RendererMeshContext(void);
~RendererMeshContext(void);
bool isValid(void) const;
};
} // namespace SampleRenderer
#endif